Beruflich Dokumente
Kultur Dokumente
Rick Parent Department of Computer and Information Science Ohio State University Abstract
Computer animation has a history as long as computer graphics. Its old enough to have interesting divisions, blind alleys, and new trends. Its young enough for the new entrants to have the opportunity to meet most of the people who started the eld.This paper reviews the historical development of computer animation noting the trends and suggesting the future. briey survey the main contributions made to the eld of computer animation during the period. For the most part, these advances are based on SIGGRAPH papers and, therefore, are somewhat biased toward the material in that particular venue. The major lms and videos are reviewed to illustrate how the advances made their way into popular practice. In some cases, especially the early years, the lms and videos come from the research labs and/or individual researchers. In the later periods, commercial lms are mentioned as the techniques enter into more mainstream presentations. The reader is urged to keep in mind that this is not written as the nal word on the history of computer animation but rather as something to give the reader a taste of how computer animation has developed over the years and to speculate where its going. Of course this historical review reects my personal bias in many ways. My experience is founded on working with Charles Csuri at the Computer Graphics Research Group (CGRG) at Ohio State University starting late 1973. Although the lab supported several computer science graduate students like myself, it was a center in the College of the Arts and, thus, was particularly interested in computer animation as an art form.
1. Introduction
Computer animation has had a relatively long (compared to computer graphics) history. Many of the familiar names today are the people who were instrumental in getting the eld off the ground as the rst graduate students to work in computer animation. The history is interesting in its own right but it is also worthwhile to review in order to appreciate how fast the eld has progressed and who got it to where it is today. Computer animation appears in many contexts including virtual reality/environments, gaming, scientic simulations, and as a medium for artistic animation. For the purposes of this paper, computer animation is considered from the perspective of a type of technology for generating animation without the constraints of real-time or numerical accuracy. In order to impose some structure on the presentation, computer animation is broken down into four periods: the early days (up through the 70s), exploration (80s), renement (90-95), and character development (95-present). These divisions are completely arbitrary and are only used so that the discussion can be somewhat modular. The discussion of the history is composed of three aspects for each of the periods: the technological landscape, the technical advances, and the lms and videos produced. The technological landscape is covered to give the reader some appreciation of the capabilities and restrictions imposed by the hardware and software available to the researcher and practitioner. The advances
cally positioning a hooded camera in front of the vector display. The cameras shutter would be opened (under computer control if you were lucky) and the program would draw lines or, in the case of solid imagery, scan convert elements onto the display screen thus depositing an image on the lm. If color recording was needed, then an RGB lter wheel would be placed between the display with the camera looking through one of the lters. The appropriate geometric elements of that color would be drawn/scanned out on the display. After the drawing/scanning, the shutter would close. In the case of color, the lter would be rotated to position the next color in front of the lens. The shutter would open and elements of that color would be drawn. After a frame was rendered in this fashion and the shutter closed, the lm would be advanced to the next frame (thus requiring more expensive cameras capable of accurate frame registration) and the rendering for the next frame would commence. The nal step would be sending the lm away to be developed so that upon its return a couple of days later, the animated sequence could be critiqued. Units which were self-contained display-lters-camera were equipment for the elite labs. Film plotters provided high-resolution pixel plotting capability. The industries which motivated development of computer graphics/animation were CAD and ight simulators. Previous to digital technology, the early ight simulators were analog using, for example, a remote controlled camera which ew over a miniature terrain model.
Fred Parke, and Jim Blinn. These students created some early animations. Chuck Csuri, in the late 60s, started CGRG at Ohio State with the express purpose of investigating computer animation. In the mid-70s, John Staudhammer at North Carolina State, along with students Turner Whitted, Nick England, and Mary Whitton, developed a run-length decoder and NTSC encoder for CGRGs PDP-11 computer. Animation frames could be run-length encoded in software and stored on digital disk one frame at a time for later real-time playback via the decoder/encoder board. Outside of ight simulators, this was one of the rst realtime digital animation playback systems. Late in this period, another force in computer animation arose: the New York Institute of Technology. Ed Catmull and several others from Utah migrated to NYIT. Here, digital compositing with the alpha channel, BBOP, a computer animation system which evolved into Disneys CAP system, and PAINT, one of the rst paint systems, were born.
Physics, constraints, and exible models received great attention during this period with work by Barzel, Barr, Hahn, Cohen, Wilhelms, Terzopoulos, Fleischer, Haumann, and Pentland, including spacetime constraints by Witkin and Kass (88). The rst investigations into animating the human form included facial animation by Platt and Badler (81) and Waters (87), Girard on walking (85), Badlers gure positioning (87), layered construction by Chadwick (89),and skin deformations by the Thalmanns (89). Other interesting work included scripts and actors by Reynolds (82), clouds as transparent ellipsoids by Gardner (83-85), particle systems by Reeves (83), Pre-multiplied alpha by Porter and Duff (84), cloth by Weil (86), FFDs by Sederberg (86), ocking by Reynolds (87), applying the principles of traditional animation to computer animation by Lasseter (87), and digital image warping by Wolberg (88).
graphics to create the alien water creature in the lm. For a commercial touting the advantages of steel cans, Bob Able and Associates produced an articulated form, robotic in appearance, but demonstrating human-like movements which were digitized from live action (84). It was one of the rst, if not the rst, demonstrations of motion capture of an articulated gure. The Lasseter lms were instrumental in promoting computer animation as a viable art-form. These consisted of The Adventures of Andre and Wally B. (84), Luxo Jr. (86), Reds Dream (87), Tin Toy (88), and Knick-Knack (89). Research labs also produced some important animations. Nelson Max produced Carlas Island (82), the rst animated water to use a dynamic height eld. Tony de Peltrie (85) animated a human form in an impressive synthetic environment and Rendez-vous a Montreal (88) showed a synthetic meeting between Marilyn Monroe and Humphrey Bogart.
4. Renement (90-95)
4.1. Technological landscape
The early 90s saw the advancement of the IBM PC into a computational engine capable of producing high quality computer graphics and animation in a very economical cost-performance package. PC rendering farms became viable and digital video was introduced. This was the era of desktop computing. It was also the era of special purpose game engines such as Nintendo and Playstation. And the digital representation of movies became commonplace in the entertainment industry. Of course, once a movie is in a digital form, it provides a fertile ground for computer graphics techniques.
95). Two worthy of special mention are Geris Game (99) because of the facial and cloth animation, and of course Jar-Jar in Star Wars Episode I (99) as the rst humanoid main character of a feature lm. Also in this period, 3D computer generated feature length cartoons were produced. Toy Story (95) was the rst full length fully computer generated 3D animated feature lm. The next was ANTZ (98) which used 2D painted backgrounds. A Bugs Life (98) followed quickly and relied strictly on 3D graphics elements.
puter animation. As with illumination, only when reality is mostly conquered can researchers feel justied in addressing other issues (such as non-photorealistic rendering in the case of illumination). So a synthetic character, indistinguishable from an actor, remains the yardstick by which computer animation will be measured. For more information on computer animation and its history, see www.computeranimation.org.
8. Acknowledgments
I would like to thank Daniel Thalmann, Norm Badler, and Dimitris Metaxas as organizers and coordinators of the conference for asking me to give this presentation; it was interesting and challenging task. I would also like to thank the graduate students at OSU who helped me put this together: Scott King, Meg Geroch, Suba Varadarajan, and Matt Lewis.
7. Summary
Computer animation remains to be an active area for research and one with many challenges to be overcome. The eld has come a long way since the animations from the University of Utah but in retrospect, those works are all the more amazing for the rst very large strides they represent. The initial work concentrated on the human form and concentrating on the human form is what much of the interest seems to be about today.The holy grail of a synthetic actor has been a focus since the inception of com-